Files
Shiip-of-Hakinian-Espanol/soh/soh/Enhancements/ExtraModes/EnemyRandomizer.cpp
2026-03-23 12:41:53 +00:00

987 lines
49 KiB
C++

#include "functions.h"
#include "macros.h"
#include "soh/Enhancements/randomizer/3drando/random.hpp"
#include "soh/Enhancements/randomizer/SeedContext.h"
#include "soh/Enhancements/enhancementTypes.h"
#include "soh/ObjectExtension/ObjectExtension.h"
#include "variables.h"
#include "soh/cvar_prefixes.h"
#include "soh/ResourceManagerHelpers.h"
#include "soh/SohGui/MenuTypes.h"
#include "soh/SohGui/SohMenu.h"
extern "C" {
#include <z64.h>
#include "src/overlays/actors/ovl_Bg_Haka/z_bg_haka.h"
#include "src/overlays/actors/ovl_Bg_Haka_Huta/z_bg_haka_huta.h"
#include "src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.h"
#include "src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.h"
#include "src/overlays/actors/ovl_En_Blkobj/z_en_blkobj.h"
#include "src/overlays/actors/ovl_En_Encount1/z_en_encount1.h"
#include "src/overlays/actors/ovl_En_GeldB/z_en_geldb.h"
#include "src/overlays/actors/ovl_En_Rr/z_en_rr.h"
#include "src/overlays/actors/ovl_En_Vali/z_en_vali.h"
extern PlayState* gPlayState;
}
namespace SohGui {
extern std::shared_ptr<SohMenu> mSohMenu;
}
#define CVAR_ENEMY_RANDOMIZER_NAME CVAR_ENHANCEMENT("RandomizedEnemies")
#define CVAR_ENEMY_RANDOMIZER_DEFAULT ENEMY_RANDOMIZER_OFF
#define CVAR_ENEMY_RANDOMIZER_VALUE CVarGetInteger(CVAR_ENEMY_RANDOMIZER_NAME, CVAR_ENEMY_RANDOMIZER_DEFAULT)
#define ENEMY_RANDOMIZER_ENABLED CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT
typedef struct EnemyEntry {
const char* cvar;
const char* name;
int16_t id;
int16_t params;
} EnemyEntry;
// clang-format off
static EnemyEntry randomizedEnemySpawnTable[] = {
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Anubis"), "Anubis", ACTOR_EN_ANUBICE_TAG, 1 }, // Anubis
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Armos"), "Armos", ACTOR_EN_AM, -1 }, // Armos
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Arwing"), "Arwing", ACTOR_EN_CLEAR_TAG, 1 }, // Arwing
{ CVAR_ENHANCEMENT("RandomizedEnemyList.BabyDodongo"), "Baby Dodongo", ACTOR_EN_DODOJR, 0 }, // Baby Dodongo
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Bari"), "Bari", ACTOR_EN_VALI, -1 }, // Bari (big jellyfish)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Beamos"), "Beamos", ACTOR_EN_VM, 1280 }, // Beamos
{ CVAR_ENHANCEMENT("RandomizedEnemyList.BigSkulltula"), "Big Skulltula", ACTOR_EN_ST, 1 }, // Skulltula (big)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.BigStalchild"), "Stalchild (Big)", ACTOR_EN_SKB, 20 }, // Stalchild (big)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Biri"), "Biri", ACTOR_EN_BILI, 0 }, // Biri (jellyfish)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.BlackKnuckle"), "Iron Knuckle (Black)", ACTOR_EN_IK, 2 }, // Iron Knuckle (black, standing)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.BlueTektite"), "Blue Tektite", ACTOR_EN_TITE, -2 }, // Tektite (blue)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Bubble"), "Bubble", ACTOR_EN_BB, -1 }, // Bubble (flying skull enemy) (blue)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.ClubMoblin"), "Club Moblin", ACTOR_EN_MB, 0 }, // Club Moblin
{ CVAR_ENHANCEMENT("RandomizedEnemyList.DarkLink"), "Dark Link", ACTOR_EN_TORCH2, 0 }, // Dark Link
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Dinolfos"), "Dinolfos", ACTOR_EN_ZF, -2 }, // Dinolfos
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Dodongo"), "Dodongo", ACTOR_EN_DODONGO, -1 }, // Dodongo
{ CVAR_ENHANCEMENT("RandomizedEnemyList.FireKeese"), "Fire Keese", ACTOR_EN_FIREFLY, 1 }, // Fire Keese
// { CVAR_ENHANCEMENT("RandomizedEnemyList.FlareDancer"), "Flare Dancer", ACTOR_EN_FD, 0 }, // Flare Dancer (possible cause of crashes because of spawning flame actors on sloped ground)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.FloorTile"), "Floor Tile", ACTOR_EN_YUKABYUN, 0 }, // Flying Floor Tile
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Floormaster"), "Floormaster", ACTOR_EN_FLOORMAS, 0 }, // Floormaster
{ CVAR_ENHANCEMENT("RandomizedEnemyList.FlyingPeahat"), "Flying Peahat", ACTOR_EN_PEEHAT, -1 }, // Flying Peahat (big grounded, doesn't spawn larva)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.FlyingPot"), "Flying Pot", ACTOR_EN_TUBO_TRAP, 0 }, // Flying pot
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Freezard"), "Freezard", ACTOR_EN_FZ, 0 }, // Freezard
{ CVAR_ENHANCEMENT("RandomizedEnemyList.GerudoFighter"), "Gerudo Fighter", ACTOR_EN_GELDB, 0 }, // Gerudo Fighter
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Gibdo"), "Gibdo", ACTOR_EN_RD, 32766 }, // Gibdo (standing)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.GohmaLarva"), "Gohma Larva", ACTOR_EN_GOMA, 7 }, // Gohma Larva (Non-Gohma rooms)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Guay"), "Guay", ACTOR_EN_CROW, 0 }, // Guay
{ CVAR_ENHANCEMENT("RandomizedEnemyList.IceKeese"), "Ice Keese", ACTOR_EN_FIREFLY, 4 }, // Ice Keese
{ CVAR_ENHANCEMENT("RandomizedEnemyList.InvisFireKeese"), "Invisible Fire Keese", ACTOR_EN_FIREFLY, 0x8001 }, // Fire Keese (invisible)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.InvisFloormaster"), "Invisible Floormaster", ACTOR_EN_FLOORMAS, 0x8000 }, // Floormaster (invisible)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.InvisIceKeese"), "Invisible Ice Keese", ACTOR_EN_FIREFLY, 0x8004 }, // Ice Keese (invisible)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.InvisKeese"), "Invisible Keese", ACTOR_EN_FIREFLY, 0x8002 }, // Keese (invisible)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.InvisRedead"), "Invisible Redead", ACTOR_EN_RD, 3 }, // Redead (invisible)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.InvisSkulltula"), "Invisible Skulltula", ACTOR_EN_ST, 2 }, // Skulltula (invisible)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.InvisStalfos"), "Invisible Stalfos", ACTOR_EN_TEST, 0 }, // Stalfos (invisible)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Keese"), "Keese", ACTOR_EN_FIREFLY, 2 }, // Regular Keese
{ CVAR_ENHANCEMENT("RandomizedEnemyList.LargeBaba"), "Large Deku Baba", ACTOR_EN_DEKUBABA, 1 }, // Deku Baba (large)
// { CVAR_ENHANCEMENT("RandomizedEnemyList.Leever"), "Leever", ACTOR_EN_REEBA, 0 }, // Leever Doesn't work (reliant on surface, without a spawner it kills itself too quickly)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.LikeLike"), "Like-Like", ACTOR_EN_RR, 0 }, // Like-Like
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Lizalfos"), "Lizalfos", ACTOR_EN_ZF, -1 }, // Lizalfos
{ CVAR_ENHANCEMENT("RandomizedEnemyList.MadScrub"), "Mad Scrub", ACTOR_EN_DEKUNUTS, 768 }, // Mad Scrub (triple attack) (projectiles don't work)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.NormalWolfos"), "Wolfos (Normal)", ACTOR_EN_WF, 0 }, // Wolfos (normal)
// { CVAR_ENHANCEMENT("RandomizedEnemyList.Octorok"), "Octorok", ACTOR_EN_OKUTA, 0 }, // Octorok Doesn't work (actor directly uses water box collision to handle hiding/popping up)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.PeahatLarva"), "Peahat Larva", ACTOR_EN_PEEHAT, 1 }, // Flying Peahat Larva
// { CVAR_ENHANCEMENT("RandomizedEnemyList.Poe"), "Poe", ACTOR_EN_POH, 0 }, // Poe Doesn't work (Seems to rely on other objects?)
// { CVAR_ENHANCEMENT("RandomizedEnemyList.Poe"), "Poe", ACTOR_EN_POH, 2 }, // Poe (composer Sharp) Doesn't work (Seems to rely on other objects?)
// { CVAR_ENHANCEMENT("RandomizedEnemyList.Poe"), "Poe", ACTOR_EN_POH, 3 }, // Poe (composer Flat) Doesn't work (Seems to rely on other objects?)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Redead"), "Redead", ACTOR_EN_RD, 1 }, // Redead (standing)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.RedTektite"), "Red Tektite", ACTOR_EN_TITE, -1 }, // Tektite (red)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Shabom"), "Shabom", ACTOR_EN_BUBBLE, 0 }, // Shabom (bubble)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.ShellBlade"), "Shell Blade", ACTOR_EN_SB, 0 }, // Shell Blade
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Skulltula"), "Skulltula", ACTOR_EN_ST, 0 }, // Skulltula (normal)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.SkullKid"), "Skull Kid", ACTOR_EN_SKJ, 4159 }, // Skull Kid
{ CVAR_ENHANCEMENT("RandomizedEnemyList.SmallBaba"), "Small Deku Baba", ACTOR_EN_DEKUBABA, 0 }, // Deku Baba (small)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.SmallStalchild"), "Stalchild (Small)", ACTOR_EN_SKB, 1 }, // Stalchild (small)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.SpearMoblin"), "Spear Moblin", ACTOR_EN_MB, -1 }, // Spear Moblin
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Spike"), "Spike", ACTOR_EN_NY, 0 }, // Spike (rolling enemy)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Stalfos"), "Stalfos", ACTOR_EN_TEST, 2 }, // Stalfos
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Stinger"), "Stinger", ACTOR_EN_EIYER, 10 }, // Stinger (land) (One in formation, sink under floor and do not activate)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Tailparasan"), "Tailpasaran", ACTOR_EN_TP, -1 }, // Electric Tailpasaran
{ CVAR_ENHANCEMENT("RandomizedEnemyList.TorchSlug"), "Torch Slug", ACTOR_EN_BW, 0 }, // Torch Slug
{ CVAR_ENHANCEMENT("RandomizedEnemyList.Wallmaster"), "Wallmaster", ACTOR_EN_WALLMAS, 1 }, // Wallmaster
{ CVAR_ENHANCEMENT("RandomizedEnemyList.WhiteKnuckle"), "Iron Knuckle (White)", ACTOR_EN_IK, 3 }, // Iron Knuckle (white, standing)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.WhiteWolfos"), "Wolfos (White)", ACTOR_EN_WF, 1 }, // Wolfos (white)
{ CVAR_ENHANCEMENT("RandomizedEnemyList.WitheredBaba"), "Withered Deku Baba", ACTOR_EN_KAREBABA, 0 }, // Withered Deku Baba
};
// clang-format on
static int enemiesToRandomize[] = {
ACTOR_EN_ANUBICE_TAG, // Anubis
ACTOR_EN_FIREFLY, // Keese (including fire/ice)
ACTOR_EN_TEST, // Stalfos
ACTOR_EN_TITE, // Tektite
ACTOR_EN_POH, // Poe (normal, blue rupee, composers)
ACTOR_EN_OKUTA, // Octorok
ACTOR_EN_WALLMAS, // Wallmaster
ACTOR_EN_DODONGO, // Dodongo
ACTOR_EN_PEEHAT, // Flying Peahat, big one spawning larva, larva
ACTOR_EN_ZF, // Lizalfos, Dinolfos
ACTOR_EN_GOMA, // Gohma Larva (normal, eggs, gohma eggs)
ACTOR_EN_BUBBLE, // Shabom (bubble)
ACTOR_EN_DODOJR, // Baby Dodongo
ACTOR_EN_TORCH2, // Dark Link
ACTOR_EN_BILI, // Biri (small jellyfish)
ACTOR_EN_TP, // Electric Tailpasaran
ACTOR_EN_ST, // Skulltula (normal, big, invisible)
ACTOR_EN_BW, // Torch Slug
ACTOR_EN_EIYER, // Stinger (land)
ACTOR_EN_MB, // Moblins (Club, spear)
ACTOR_EN_DEKUBABA, // Deku Baba (small, large)
ACTOR_EN_AM, // Armos (enemy variant)
ACTOR_EN_DEKUNUTS, // Mad Scrub (single attack, triple attack)
ACTOR_EN_VALI, // Bari (big jellyfish) (spawns very high up)
ACTOR_EN_BB, // Bubble (flying skull enemy) (all colors)
ACTOR_EN_YUKABYUN, // Flying Floor Tile
ACTOR_EN_VM, // Beamos
ACTOR_EN_FLOORMAS, // Floormaster
ACTOR_EN_RD, // Redead, Gibdo
ACTOR_EN_SW, // Skullwalltula
ACTOR_EN_FD, // Flare Dancer
ACTOR_EN_SB, // Shell Blade
ACTOR_EN_KAREBABA, // Withered Deku Baba
ACTOR_EN_RR, // Like-Like
ACTOR_EN_NY, // Spike (rolling enemy)
ACTOR_EN_IK, // Iron Knuckle
ACTOR_EN_TUBO_TRAP, // Flying pot
ACTOR_EN_FZ, // Freezard
ACTOR_EN_WEIYER, // Stinger (Water)
ACTOR_EN_HINTNUTS, // Hint Deku Scrubs
ACTOR_EN_WF, // Wolfos
ACTOR_EN_SKB, // Stalchild
ACTOR_EN_CROW, // Guay
ACTOR_EN_SKJ, // Skull Kid
// ACTOR_EN_REEBA, // Leever (reliant on spawner (z_en_encount1.c))
};
bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy) {
uint32_t isMQ = ResourceMgr_IsSceneMasterQuest(sceneNum);
// Freezard - Child Link can only kill this with Deku Stick jumpslash or other equipment like bombs.
// Beamos - Needs bombs.
// Anubis - Needs fire.
// Shell Blade & Spike - Child Link can't kill these with sword or Deku Stick.
// Flare dancer, Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player.
// Wallmaster - Not easily visible, often makes players think they're softlocked and that there's no enemies left.
// Club Moblin - Many issues with them falling or placing out of bounds. Maybe fixable in the future?
bool enemiesToExcludeClearRooms =
enemy.id == ACTOR_EN_FZ || enemy.id == ACTOR_EN_VM || enemy.id == ACTOR_EN_SB || enemy.id == ACTOR_EN_NY ||
enemy.id == ACTOR_EN_CLEAR_TAG || enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2 ||
(enemy.id == ACTOR_EN_MB && enemy.params == 0) || enemy.id == ACTOR_EN_FD || enemy.id == ACTOR_EN_ANUBICE_TAG;
// Bari - Spawns 3 more enemies, potentially extremely difficult in timed rooms.
bool enemiesToExcludeTimedRooms = enemiesToExcludeClearRooms || enemy.id == ACTOR_EN_VALI;
switch (sceneNum) {
// Deku Tree
case SCENE_DEKU_TREE:
return (!(!isMQ && enemiesToExcludeClearRooms && (roomNum == 1 || roomNum == 9)) &&
!(isMQ && enemiesToExcludeClearRooms &&
(roomNum == 4 || roomNum == 6 || roomNum == 9 || roomNum == 10)));
// Dodongo's Cavern
case SCENE_DODONGOS_CAVERN:
return (!(!isMQ && enemiesToExcludeClearRooms && roomNum == 15) &&
!(isMQ && enemiesToExcludeClearRooms && (roomNum == 5 || roomNum == 13 || roomNum == 14)));
// Jabu Jabu
case SCENE_JABU_JABU:
return (!(!isMQ && enemiesToExcludeClearRooms && (roomNum == 8 || roomNum == 9)) &&
!(!isMQ && enemiesToExcludeTimedRooms && roomNum == 12) &&
!(isMQ && enemiesToExcludeClearRooms && (roomNum == 11 || roomNum == 14)));
// Forest Temple
case SCENE_FOREST_TEMPLE:
return (!(!isMQ && enemiesToExcludeClearRooms &&
(roomNum == 6 || roomNum == 10 || roomNum == 18 || roomNum == 21)) &&
!(isMQ && enemiesToExcludeClearRooms &&
(roomNum == 5 || roomNum == 6 || roomNum == 18 || roomNum == 21)));
// Fire Temple
case SCENE_FIRE_TEMPLE:
return (!(!isMQ && enemiesToExcludeClearRooms && roomNum == 15) &&
!(isMQ && enemiesToExcludeClearRooms && (roomNum == 15 || roomNum == 17 || roomNum == 18)));
// Water Temple
case SCENE_WATER_TEMPLE:
return (!(!isMQ && enemiesToExcludeClearRooms && (roomNum == 13 || roomNum == 18 || roomNum == 19)) &&
!(isMQ && enemiesToExcludeClearRooms && (roomNum == 13 || roomNum == 18)));
// Spirit Temple
case SCENE_SPIRIT_TEMPLE:
return (!(!isMQ && enemiesToExcludeClearRooms &&
(roomNum == 1 || roomNum == 10 || roomNum == 17 || roomNum == 20)) &&
!(isMQ && enemiesToExcludeClearRooms &&
(roomNum == 1 || roomNum == 2 || roomNum == 4 || roomNum == 10 || roomNum == 15 ||
roomNum == 19 || roomNum == 20)));
// Shadow Temple
case SCENE_SHADOW_TEMPLE:
return (
!(!isMQ && enemiesToExcludeClearRooms &&
(roomNum == 1 || roomNum == 7 || roomNum == 11 || roomNum == 14 || roomNum == 16 || roomNum == 17 ||
roomNum == 19 || roomNum == 20)) &&
!(isMQ && enemiesToExcludeClearRooms &&
(roomNum == 1 || roomNum == 6 || roomNum == 7 || roomNum == 11 || roomNum == 14 || roomNum == 20)));
// Ganon's Castle Trials
case SCENE_INSIDE_GANONS_CASTLE:
return (!(!isMQ && enemiesToExcludeClearRooms && (roomNum == 2 || roomNum == 5 || roomNum == 9)) &&
!(isMQ && enemiesToExcludeClearRooms &&
(roomNum == 0 || roomNum == 2 || roomNum == 5 || roomNum == 9)));
// Ice Caverns
case SCENE_ICE_CAVERN:
return (!(!isMQ && enemiesToExcludeClearRooms && (roomNum == 1 || roomNum == 7)) &&
!(isMQ && enemiesToExcludeClearRooms && (roomNum == 3 || roomNum == 7)));
// Bottom of the Well
// Exclude Dark Link from room with holes in the floor because it can pull you in a like-like making the player
// fall down.
case SCENE_BOTTOM_OF_THE_WELL:
return (!(!isMQ && enemy.id == ACTOR_EN_TORCH2 && roomNum == 3));
// Don't allow Dark Link in areas with lava void out zones as it voids out the player as well.
// Gerudo Training Ground.
case SCENE_GERUDO_TRAINING_GROUND:
return (!(enemy.id == ACTOR_EN_TORCH2 && roomNum == 6) &&
!(!isMQ && enemiesToExcludeTimedRooms && (roomNum == 1 || roomNum == 7)) &&
!(!isMQ && enemiesToExcludeClearRooms && (roomNum == 3 || roomNum == 5 || roomNum == 10)) &&
!(isMQ && enemiesToExcludeTimedRooms &&
(roomNum == 1 || roomNum == 3 || roomNum == 5 || roomNum == 7)) &&
!(isMQ && enemiesToExcludeClearRooms && roomNum == 10));
// Don't allow certain enemies in Ganon's Tower because they would spawn up on the ceiling,
// becoming impossible to kill.
// Ganon's Tower.
case SCENE_GANONS_TOWER:
return (!(enemiesToExcludeClearRooms || enemy.id == ACTOR_EN_VALI ||
(enemy.id == ACTOR_EN_ZF && enemy.params == -1)));
// Ganon's Tower Escape.
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
return (!((enemiesToExcludeTimedRooms || (enemy.id == ACTOR_EN_ZF && enemy.params == -1)) && roomNum == 1));
// Don't allow big Stalchildren, big Peahats and the large Bari (jellyfish) during the Gohma fight because they
// can clip into Gohma and it crashes the game. Likely because Gohma on the ceiling can't handle collision with
// other enemies.
case SCENE_DEKU_TREE_BOSS:
return (!enemiesToExcludeTimedRooms && !(enemy.id == ACTOR_EN_SKB && enemy.params == 20) &&
!(enemy.id == ACTOR_EN_PEEHAT && enemy.params == -1));
// Grottos.
case SCENE_GROTTOS:
return (!(enemiesToExcludeClearRooms && (roomNum == 2 || roomNum == 7)));
// Royal Grave.
case SCENE_ROYAL_FAMILYS_TOMB:
return (!(enemiesToExcludeClearRooms && roomNum == 0));
// Don't allow Dark Link in areas with lava void out zones as it voids out the player as well.
// Death Mountain Crater.
case SCENE_DEATH_MOUNTAIN_CRATER:
return (enemy.id != ACTOR_EN_TORCH2);
default:
return 1;
}
}
static std::vector<EnemyEntry> selectedEnemyList;
void GetSelectedEnemies() {
selectedEnemyList.clear();
for (int i = 0; i < ARRAY_COUNT(randomizedEnemySpawnTable); i++) {
if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemyList.All"), 0)) {
selectedEnemyList.push_back(randomizedEnemySpawnTable[i]);
} else if (CVarGetInteger(randomizedEnemySpawnTable[i].cvar, 1)) {
selectedEnemyList.push_back(randomizedEnemySpawnTable[i]);
}
}
if (selectedEnemyList.size() == 0) {
selectedEnemyList.push_back(randomizedEnemySpawnTable[0]);
}
}
EnemyEntry GetRandomizedEnemyEntry(uint32_t seed, PlayState* play) {
std::vector<EnemyEntry> filteredEnemyList = {};
if (selectedEnemyList.size() == 0) {
GetSelectedEnemies();
}
for (EnemyEntry enemy : selectedEnemyList) {
if (IsEnemyAllowedToSpawn(play->sceneNum, play->roomCtx.curRoom.num, enemy)) {
filteredEnemyList.push_back(enemy);
}
}
if (filteredEnemyList.size() == 0) {
filteredEnemyList = selectedEnemyList;
}
if (CVAR_ENEMY_RANDOMIZER_VALUE == ENEMY_RANDOMIZER_RANDOM_SEEDED) {
uint32_t finalSeed =
seed + (IS_RANDO ? Rando::Context::GetInstance()->GetSeed() : gSaveContext.ship.stats.fileCreatedAt);
Random_Init(finalSeed);
uint32_t randomNumber = Random(0, filteredEnemyList.size());
return filteredEnemyList[randomNumber];
} else {
uint32_t randomSelectedEnemy = Random(0, filteredEnemyList.size());
return filteredEnemyList[randomSelectedEnemy];
}
}
bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId, int16_t params, float posX) {
uint32_t isMQ = ResourceMgr_IsSceneMasterQuest(sceneNum);
for (int i = 0; i < ARRAY_COUNT(enemiesToRandomize); i++) {
if (actorId == enemiesToRandomize[i]) {
switch (actorId) {
// Only randomize the main component of Electric Tailparasans, not the tail segments they spawn.
case ACTOR_EN_TP:
return (params == -1);
// Only randomize the initial Deku Scrub actor (single and triple attack), not the flower they spawn.
case ACTOR_EN_DEKUNUTS:
return (params == -256 || params == 768);
// Don't randomize the OoB wallmaster in the Silver Rupee room because it's only there to
// not trigger unlocking the door after killing the other wallmaster in authentic gameplay.
case ACTOR_EN_WALLMAS:
return (!(!isMQ && sceneNum == SCENE_GERUDO_TRAINING_GROUND && roomNum == 2 && posX == -2345));
// Only randomize initial Floormaster actor (it can split and does some spawning on init).
case ACTOR_EN_FLOORMAS:
return (params == 0 || params == -32768);
// Only randomize the initial eggs, not the enemies that spawn from them.
case ACTOR_EN_GOMA:
return (params >= 0 && params <= 9);
// Only randomize Skullwalltulas, not Golden Skulltulas.
case ACTOR_EN_SW:
return (params == 0);
// Don't randomize Nabooru because it'll break the cutscene and the door.
// Don't randomize Iron Knuckle in MQ Spirit Trial because it's needed to
// break the thrones in the room to access a button.
case ACTOR_EN_IK:
return (params != 1280 && !(isMQ && sceneNum == SCENE_INSIDE_GANONS_CASTLE && roomNum == 17));
// Only randomize the initial spawn of the huge jellyfish. It spawns another copy when hit with a sword.
case ACTOR_EN_VALI:
return (params == -1);
// Don't randomize Lizalfos in Dodongo's Cavern because the gates won't work correctly otherwise.
case ACTOR_EN_ZF:
return (params != 1280 && params != 1281 && params != 1536 && params != 1537);
// Don't randomize the Wolfos in SFM because it's needed to open the gate.
case ACTOR_EN_WF:
return (params != 7936);
// Don't randomize the Stalfos in Forest Temple because other enemies fall through the hole and don't
// trigger the platform. Don't randomize the Stalfos spawning on the boat in Shadow Temple, as
// randomizing them places the new enemies down in the river.
case ACTOR_EN_TEST:
return (params != 1 && !(sceneNum == SCENE_SHADOW_TEMPLE && roomNum == 21));
// Only randomize the enemy variant of Armos Statue.
// Leave one Armos unrandomized in the Spirit Temple room where an armos is needed to push down a
// button.
case ACTOR_EN_AM:
return ((params == -1 || params == 255) && !(sceneNum == SCENE_SPIRIT_TEMPLE && posX == 2141));
// Don't randomize Shell Blades and Spikes in the underwater portion in Water Temple as it's impossible
// to kill most other enemies underwater with just hookshot and they're required to be killed for a
// grate to open.
case ACTOR_EN_SB:
case ACTOR_EN_NY:
return (!(!isMQ && sceneNum == SCENE_WATER_TEMPLE && roomNum == 2));
case ACTOR_EN_SKJ:
return !(sceneNum == SCENE_LOST_WOODS && LINK_IS_CHILD);
default:
return 1;
}
}
}
// If no enemy is found, don't randomize the actor.
return 0;
}
uint8_t GetRandomizedEnemy(PlayState* play, int16_t* actorId, s16* posX, s16* posY, s16* posZ, int16_t* rotX,
int16_t* rotY, int16_t* rotZ, int16_t* params) {
uint32_t isMQ = ResourceMgr_IsSceneMasterQuest(play->sceneNum);
// Hack to remove enemies that wrongfully spawn because of bypassing object dependency with enemy randomizer on.
// This should probably be handled on OTR generation in the future when object dependency is fully removed.
// Remove bats and Skulltulas from graveyard.
// Remove Octorok in Lost Woods.
if (((*actorId == ACTOR_EN_FIREFLY || (*actorId == ACTOR_EN_SW && *params == 0)) &&
play->sceneNum == SCENE_GRAVEYARD) ||
(*actorId == ACTOR_EN_OKUTA && play->sceneNum == SCENE_LOST_WOODS)) {
return 0;
}
// Hack to change a pot in Spirit Temple that holds a Deku Shield to not hold anything.
// This should probably be handled on OTR generation in the future when object dependency is fully removed.
// This Deku Shield doesn't normally spawn in authentic gameplay because of object dependency.
if (*actorId == ACTOR_OBJ_TSUBO && *params == 24597) {
*params = 24067;
}
// Lengthen timer in non-MQ Jabu Jabu bubble room.
if (!isMQ && *actorId == ACTOR_OBJ_ROOMTIMER && *params == 30760 && play->sceneNum == SCENE_JABU_JABU &&
play->roomCtx.curRoom.num == 12) {
*params = (*params & ~0x3FF) | 120;
}
if (IsEnemyFoundToRandomize(play->sceneNum, play->roomCtx.curRoom.num, *actorId, *params, *posX)) {
// When replacing Iron Knuckles in Spirit Temple, move them away from the throne because
// some enemies can get stuck on the throne.
if (*actorId == ACTOR_EN_IK && play->sceneNum == SCENE_SPIRIT_TEMPLE) {
if (*params == 6657) {
*posX = *posX + 150;
} else if (*params == 6401) {
*posX = *posX - 150;
}
}
// Move like-likes in MQ Jabu Jabu down into the room as they otherwise get stuck on Song of Time blocks.
if (*actorId == ACTOR_EN_RR && play->sceneNum == SCENE_JABU_JABU && play->roomCtx.curRoom.num == 11) {
if (*posX == 1003) {
*posX = *posX - 75;
} else {
*posX = *posX + 75;
}
*posY = *posY - 200;
}
// Do a raycast from the original position of the actor to find the ground below it, then try to place
// the new actor on the ground. This way enemies don't spawn very high in the sky, and gives us control
// over height offsets per enemy from a proven grounded position.
CollisionPoly poly;
Vec3f pos;
f32 raycastResult;
pos.x = *posX;
pos.y = *posY + 50;
pos.z = *posZ;
raycastResult = BgCheck_AnyRaycastFloor1(&play->colCtx, &poly, &pos);
// If ground is found below actor, move actor to that height.
if (raycastResult > BGCHECK_Y_MIN) {
*posY = raycastResult;
}
// Get randomized enemy ID and parameter.
uint32_t seed =
play->sceneNum + *actorId + (int)*posX + (int)*posY + (int)*posZ + *rotX + *rotY + *rotZ + *params;
EnemyEntry randomEnemy = GetRandomizedEnemyEntry(seed, play);
*actorId = randomEnemy.id;
*params = randomEnemy.params;
// Straighten out enemies so they aren't flipped on their sides when the original spawn is.
*rotX = 0;
switch (*actorId) {
// When spawning big jellyfish, spawn it up high.
case ACTOR_EN_VALI:
*posY = *posY + 300;
break;
// Spawn Peahat off the ground, otherwise it kills itself by colliding with the ground.
case ACTOR_EN_PEEHAT:
if (*params == 1) {
*posY = *posY + 100;
}
break;
// Spawn Skulltulas off the ground.
case ACTOR_EN_ST:
*posY = *posY + 200;
break;
// Spawn flying enemies off the ground.
case ACTOR_EN_FIREFLY:
case ACTOR_EN_BILI:
case ACTOR_EN_BB:
case ACTOR_EN_CLEAR_TAG:
case ACTOR_EN_CROW:
*posY = *posY + 75;
break;
default:
break;
}
}
// Enemy finished randomization process.
return 1;
}
void FixClubMoblinScale(void* ptr) {
Actor* actor = (Actor*)ptr;
if (actor->params == -1) {
Actor_SetScale(actor, 0.014f);
}
}
static void OnGerudoFighterDefeat(void* refActor) {
EnGeldB* enGeldB = reinterpret_cast<EnGeldB*>(refActor);
if (enGeldB->keyFlag == 0) {
Item_DropCollectibleRandom(gPlayState, &enGeldB->actor, &enGeldB->actor.world.pos, 0xC0);
}
}
struct CustomStalfosPairFightData {
BgMoriBigst* moriBigst = nullptr;
ActorFunc originalDestroy = nullptr;
};
static ObjectExtension::Register<CustomStalfosPairFightData> CustomStalfosPairFightDataRegister;
void CustomStalfosPairFightDestroy(Actor* thisx, PlayState* play) {
assert(ObjectExtension::GetInstance().Has<CustomStalfosPairFightData>(thisx));
CustomStalfosPairFightData* customStalfosPairFightData =
ObjectExtension::GetInstance().Get<CustomStalfosPairFightData>(thisx);
customStalfosPairFightData->moriBigst->dyna.actor.home.rot.z -= 1;
customStalfosPairFightData->originalDestroy(thisx, play);
ObjectExtension::GetInstance().Remove<CustomStalfosPairFightData>(thisx);
}
void RegisterEnemyRandomizer() {
COND_ID_HOOK(OnActorInit, ACTOR_EN_MB, ENEMY_RANDOMIZER_ENABLED, FixClubMoblinScale);
// prevent dark link from triggering a voidout
COND_VB_SHOULD(VB_TRIGGER_VOIDOUT, ENEMY_RANDOMIZER_ENABLED, {
Actor* actor = va_arg(args, Actor*);
if (actor->category != ACTORCAT_PLAYER) {
*should = false;
Actor_Kill(actor);
}
});
// prevent dark link dealing fall damage to the player
COND_VB_SHOULD(VB_RECIEVE_FALL_DAMAGE, ENEMY_RANDOMIZER_ENABLED, {
Actor* actor = va_arg(args, Actor*);
if (actor->category != ACTORCAT_PLAYER) {
*should = false;
}
});
// prevent dark link from interfering with HESS/recoil/etc when at more than 100 away from him
COND_VB_SHOULD(VB_TORCH2_HANDLE_CLANKING, ENEMY_RANDOMIZER_ENABLED, {
Actor* darkLink = va_arg(args, Actor*);
if (darkLink->xzDistToPlayer > 100.0f) {
*should = false;
}
});
// prevent dark link from interfering with ice floors
COND_VB_SHOULD(VB_SET_STATIC_PREV_FLOOR_TYPE, ENEMY_RANDOMIZER_ENABLED, {
Player* playerOrDarkLink = va_arg(args, Player*);
if (playerOrDarkLink->actor.id != ACTOR_PLAYER) {
*should = false;
}
});
// prevent dark link from interfering with ice floors
COND_VB_SHOULD(VB_SET_STATIC_FLOOR_TYPE, ENEMY_RANDOMIZER_ENABLED, {
Player* playerOrDarkLink = va_arg(args, Player*);
if (playerOrDarkLink->actor.id != ACTOR_PLAYER) {
*should = false;
}
});
// prevent dark link from being grabbed by like likes and therefore grabbing the player
COND_VB_SHOULD(VB_LIKE_LIKE_GRAB_PLAYER, ENEMY_RANDOMIZER_ENABLED, {
EnRr* likeLike = va_arg(args, EnRr*);
if (!(likeLike->collider1.base.oc != NULL && likeLike->collider1.base.oc->category == ACTORCAT_PLAYER) &&
!(likeLike->collider2.base.oc != NULL && likeLike->collider2.base.oc->category == ACTORCAT_PLAYER)) {
*should = false;
}
});
// Allow Random Gerudo Fighters (contain no keys) to spawn without any switch flags
COND_VB_SHOULD(VB_GERUDO_FIGHTER_CONTINUE_WAITING, ENEMY_RANDOMIZER_ENABLED, {
EnGeldB* enGeldB = va_arg(args, EnGeldB*);
if (enGeldB->keyFlag == 0) {
if (!enGeldB->invisible || enGeldB->actor.xzDistToPlayer <= 300.0f) {
*should = false;
}
}
});
// Don't play Miniboss music for Random Gerudo Fighters
COND_VB_SHOULD(VB_GERUDO_FIGHTER_PLAY_MINIBOSS_MUSIC, ENEMY_RANDOMIZER_ENABLED, {
EnGeldB* enGeldB = va_arg(args, EnGeldB*);
if (enGeldB->keyFlag == 0) {
*should = false;
}
});
// If Random Gerudo Fighters knock Link down, void him out like Wallmasters
COND_VB_SHOULD(VB_GERUDO_FIGHTER_THROW_LINK_TO_JAIL, ENEMY_RANDOMIZER_ENABLED, {
EnGeldB* enGeldB = va_arg(args, EnGeldB*);
if (enGeldB->keyFlag == 0) {
*should = false;
Sfx_PlaySfxCentered(NA_SE_OC_ABYSS);
Play_TriggerRespawn(gPlayState);
}
});
// If Random Gerudo Fighters are defeated, drop some items
COND_ID_HOOK(OnEnemyDefeat, ACTOR_EN_GELDB, ENEMY_RANDOMIZER_ENABLED, OnGerudoFighterDefeat);
COND_VB_SHOULD(VB_SPAWN_ACTOR_ENTRY, ENEMY_RANDOMIZER_ENABLED, {
ActorContext* actorCtx = va_arg(args, ActorContext*);
ActorEntry* actorEntry = va_arg(args, ActorEntry*);
PlayState* play = va_arg(args, PlayState*);
Actor** actor = va_arg(args, Actor**);
s16 actorId = actorEntry->id;
s16 posX = actorEntry->pos.x;
s16 posY = actorEntry->pos.y;
s16 posZ = actorEntry->pos.z;
s16 rotX = actorEntry->rot.x;
s16 rotY = actorEntry->rot.y;
s16 rotZ = actorEntry->rot.z;
s16 params = actorEntry->params;
*should = false;
if (GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
*actor = Actor_Spawn(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
}
});
COND_VB_SHOULD(VB_ADULT_ZELDA_SPAWN_STALFOS_IN_COLLAPSE, ENEMY_RANDOMIZER_ENABLED, {
PlayState* play = va_arg(args, PlayState*);
Vec3f* playerPos = va_arg(args, Vec3f*);
double posX = va_arg(args, double);
double posY = va_arg(args, double);
double posZ = va_arg(args, double);
s16 actorId = ACTOR_EN_TEST;
s16 posX2 = posX;
s16 posY2 = posY;
s16 posZ2 = posZ;
s16 rotX = 0;
s16 rotY = Math_FAtan2F(playerPos->x - posX, playerPos->z - posZ) * (0x8000 / M_PI);
s16 rotZ = 0;
s16 params = 5;
if (!GetRandomizedEnemy(play, &actorId, &posX2, &posY2, &posZ2, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX2, posY2, posZ2, rotX, rotY, rotZ, params);
*should = false;
});
COND_VB_SHOULD(VB_BLKOBJ_SPAWN_DARK_LINK, ENEMY_RANDOMIZER_ENABLED, {
if (!*should) {
return;
}
EnBlkobj* blkobj = va_arg(args, EnBlkobj*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_TORCH2;
s16 posX = blkobj->dyna.actor.world.pos.x;
s16 posY = blkobj->dyna.actor.world.pos.y;
s16 posZ = blkobj->dyna.actor.world.pos.z;
s16 rotX = 0;
s16 rotY = blkobj->dyna.actor.yawTowardsPlayer;
s16 rotZ = 0;
s16 params = 0;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
EnBlkobj_SetupAction(blkobj, EnBlkobj_DarkLinkFight);
*should = false;
});
COND_VB_SHOULD(VB_HAKA_TUBO_SPAWN_KEESE, ENEMY_RANDOMIZER_ENABLED, {
BgHakaTubo* hakaTubo = va_arg(args, BgHakaTubo*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_FIREFLY;
s16 posX = hakaTubo->dyna.actor.world.pos.x;
s16 posY = hakaTubo->dyna.actor.world.pos.y + 80.0f;
s16 posZ = hakaTubo->dyna.actor.world.pos.z;
s16 rotX = 0;
s16 rotY = hakaTubo->dyna.actor.shape.rot.y;
s16 rotZ = 0;
s16 params = 2;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
*should = false;
});
COND_VB_SHOULD(VB_HAKA_SPAWN_POE, ENEMY_RANDOMIZER_ENABLED, {
if (!*should) {
return;
}
BgHaka* haka = va_arg(args, BgHaka*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_POH;
s16 posX = haka->dyna.actor.world.pos.x;
s16 posY = haka->dyna.actor.world.pos.y;
s16 posZ = haka->dyna.actor.world.pos.z;
s16 rotX = 0;
s16 rotY = haka->dyna.actor.shape.rot.y;
s16 rotZ = 0;
s16 params = 1;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
*should = false;
});
COND_VB_SHOULD(VB_BIRI_SPAWN_JELLYFISH_UPON_DEATH, ENEMY_RANDOMIZER_ENABLED, {
EnVali* vali = va_arg(args, EnVali*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_BILI;
s16 posX = vali->actor.world.pos.x;
s16 posY = vali->actor.world.pos.y;
s16 posZ = vali->actor.world.pos.z;
s16 rotX = 0;
s16 rotY = vali->actor.world.rot.y;
s16 rotZ = 0;
s16 params = 0;
for (s32 i = 0; i < 3; i++) {
// Offset small jellyfish with Enemy Randomizer, otherwise it gets
// stuck in a loop spawning more big jellyfish with seeded spawns.
if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0)) {
rotY += rand() % 50;
}
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
rotY += 0x10000 / 3;
}
*should = false;
});
COND_VB_SHOULD(VB_ENCOUNT1_SPAWN_STALCHILD_OR_WOLFOS, ENEMY_RANDOMIZER_ENABLED, {
EnEncount1* encount1 = va_arg(args, EnEncount1*);
PlayState* play = va_arg(args, PlayState*);
// have to use int instead of s16 in the va_arg call due to integer promotion
s16 actorId = va_arg(args, int);
Vec3f spawnPos = va_arg(args, Vec3f);
s16 posX = spawnPos.x;
s16 posY = spawnPos.y;
s16 posZ = spawnPos.z;
s16 rotX = 0;
s16 rotY = 0;
s16 rotZ = 0;
// have to use int instead of s16 in the va_arg call due to integer promotion
s16 params = va_arg(args, int);
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
if (Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params)) {
encount1->curNumSpawn++;
if (encount1->curNumSpawn >= encount1->maxCurSpawns) {
encount1->fieldSpawnTimer = 100;
}
if (play->sceneNum != SCENE_HYRULE_FIELD) {
encount1->totalNumSpawn++;
}
}
*should = false;
});
COND_VB_SHOULD(VB_MORI_BIGST_SUMMON_STALFOS_PAIR, ENEMY_RANDOMIZER_ENABLED, {
BgMoriBigst* moriBigst = va_arg(args, BgMoriBigst*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_TEST;
s16 posX = 70.0f;
s16 posY = 827.0f;
s16 posZ = -3383.0f;
s16 rotX = 0;
s16 rotY = 0;
s16 rotZ = 0;
s16 params = 5;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor* enemy1 = Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
actorId = ACTOR_EN_TEST;
posX = 170.0f;
posY = 827.0f;
posZ = -3260.0f;
rotX = 0;
rotY = 0;
rotZ = 0;
params = 5;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor* enemy2 = Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
moriBigst->dyna.actor.home.rot.z = 2;
ObjectExtension::GetInstance().Set<CustomStalfosPairFightData>(
enemy1, CustomStalfosPairFightData{ .moriBigst = moriBigst, .originalDestroy = enemy1->destroy });
ObjectExtension::GetInstance().Set<CustomStalfosPairFightData>(
enemy2, CustomStalfosPairFightData{ .moriBigst = moriBigst, .originalDestroy = enemy2->destroy });
enemy1->destroy = CustomStalfosPairFightDestroy;
enemy2->destroy = CustomStalfosPairFightDestroy;
*should = false;
});
COND_VB_SHOULD(VB_HAKA_HUTA_SPAWN_KEESE, ENEMY_RANDOMIZER_ENABLED, {
BgHakaHuta* hakaHuta = va_arg(args, BgHakaHuta*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_FIREFLY;
s16 posX = hakaHuta->dyna.actor.world.pos.x + (-25.0f) * Math_CosS(hakaHuta->dyna.actor.shape.rot.y) +
40.0f * Math_SinS(hakaHuta->dyna.actor.shape.rot.y);
s16 posY = hakaHuta->dyna.actor.world.pos.y - 10.0f;
s16 posZ = hakaHuta->dyna.actor.world.pos.z - (-25.0f) * Math_SinS(hakaHuta->dyna.actor.shape.rot.y) +
40.0f * Math_CosS(hakaHuta->dyna.actor.shape.rot.y);
s16 rotX = 0;
s16 rotY = hakaHuta->dyna.actor.shape.rot.y + 0x8000;
s16 rotZ = 0;
s16 params = 2;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
actorId = ACTOR_EN_FIREFLY;
posX = hakaHuta->dyna.actor.world.pos.x + (-25.0f) * Math_CosS(hakaHuta->dyna.actor.shape.rot.y) +
80.0f * Math_SinS(hakaHuta->dyna.actor.shape.rot.y);
posY = hakaHuta->dyna.actor.world.pos.y - 10.0f;
posZ = hakaHuta->dyna.actor.world.pos.z - (-25.0f) * Math_SinS(hakaHuta->dyna.actor.shape.rot.y) +
80.0f * Math_CosS(hakaHuta->dyna.actor.shape.rot.y);
rotX = 0;
rotY = hakaHuta->dyna.actor.shape.rot.y;
rotZ = 0;
params = 2;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
*should = false;
});
COND_VB_SHOULD(VB_HAKA_HUTA_SPAWN_REDEAD, ENEMY_RANDOMIZER_ENABLED, {
BgHakaHuta* hakaHuta = va_arg(args, BgHakaHuta*);
PlayState* play = va_arg(args, PlayState*);
s16 actorId = ACTOR_EN_RD;
s16 posX = hakaHuta->dyna.actor.home.pos.x + (-25.0f) * Math_CosS(hakaHuta->dyna.actor.shape.rot.y) +
100.0f * Math_SinS(hakaHuta->dyna.actor.shape.rot.y);
s16 posY = hakaHuta->dyna.actor.home.pos.y - 40.0f;
s16 posZ = hakaHuta->dyna.actor.home.pos.z - (-25.0f) * Math_SinS(hakaHuta->dyna.actor.shape.rot.y) +
100.0f * Math_CosS(hakaHuta->dyna.actor.shape.rot.y);
s16 rotX = 0;
s16 rotY = hakaHuta->dyna.actor.shape.rot.y;
s16 rotZ = 0;
s16 params = 0xFD;
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
assert(false);
}
Actor_Spawn(&play->actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
*should = false;
});
}
static const std::map<int32_t, const char*> enemyRandomizerModes = {
{ ENEMY_RANDOMIZER_OFF, "Disabled" },
{ ENEMY_RANDOMIZER_RANDOM, "Random" },
{ ENEMY_RANDOMIZER_RANDOM_SEEDED, "Random (Seeded)" },
};
void RegisterEnemyRandomizerWidgets() {
WidgetPath path = { "Enhancements", "Extra Modes", SECTION_COLUMN_2 };
SohGui::mSohMenu->AddWidget(path, "Enemy Randomizer", WIDGET_CVAR_COMBOBOX)
.CVar(CVAR_ENHANCEMENT("RandomizedEnemies"))
.Callback([](WidgetInfo& info) { GetSelectedEnemies(); })
.Options(
UIWidgets::ComboboxOptions()
.DefaultIndex(ENEMY_RANDOMIZER_OFF)
.ComboMap(enemyRandomizerModes)
.Tooltip("Replaces fixed enemies throughout the game with a random enemy. Bosses, Mini-Bosses and a "
"few specific regular enemies are excluded.\n"
"Enemies that need more than Deku Nuts & either Deku Sticks or a sword to kill are excluded "
"from spawning in \"clear enemy\" rooms.\n\n"
"- Random: Enemies are randomized every time you load a room.\n"
"- Random (Seeded): Enemies are randomized based on the current randomizer seed/file.\n"));
SohGui::mSohMenu->AddWidget(path, "Randomized Enemy Sizes", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_ENHANCEMENT("RandomizedEnemySizes"))
.Options(UIWidgets::CheckboxOptions().Tooltip("Enemies and Bosses spawn with random sizes."));
SohGui::mSohMenu->AddWidget(path, "Scale Health with Size", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_ENHANCEMENT("EnemySizeScalesHealth"))
.PreFunc([](WidgetInfo& info) {
info.options->disabled = !CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemySizes"), 0);
})
.Options(UIWidgets::CheckboxOptions().Tooltip("Scales normal enemies Health with their randomized size.\n"
"*This will NOT affect Bosses!*"));
SohGui::mSohMenu->AddWidget(path, "Enemy List", WIDGET_SEPARATOR_TEXT).PreFunc([](WidgetInfo& info) {
info.isHidden = !CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0);
});
SohGui::mSohMenu->AddWidget(path, "Select all Enemies", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_ENHANCEMENT("RandomizedEnemyList.All"))
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0); })
.Callback([](WidgetInfo& info) { GetSelectedEnemies(); });
SohGui::mSohMenu->AddWidget(path, "Enemy List", WIDGET_SEPARATOR).PreFunc([](WidgetInfo& info) {
info.isHidden = !CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0);
});
for (int i = 0; i < ARRAY_COUNT(randomizedEnemySpawnTable); i++) {
SohGui::mSohMenu->AddWidget(path, randomizedEnemySpawnTable[i].name, WIDGET_CVAR_CHECKBOX)
.CVar(randomizedEnemySpawnTable[i].cvar)
.Options(UIWidgets::CheckboxOptions().DefaultValue(true))
.PreFunc([](WidgetInfo& info) {
info.isHidden = !CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0);
info.options->disabled = CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemyList.All"), 0);
info.options->disabledTooltip = "These options are disabled because \"Select All Enemies\" is enabled.";
})
.Callback([](WidgetInfo& info) { GetSelectedEnemies(); });
}
}
static RegisterShipInitFunc initFunc(RegisterEnemyRandomizer, { CVAR_ENEMY_RANDOMIZER_NAME });
static RegisterMenuInitFunc menuInitFunc(RegisterEnemyRandomizerWidgets);